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1!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | '''Plants''' | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderPositive Positive]] | [[Characters/PathfinderNegative Negative]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
2
3This page is part of the character sheet for ''TabletopGame/{{Pathfinder}}'', covering '''Plant''' creatures.
4
5Plants are precisely what they sound like -- {{Planimal}}s, animated plants and plant-based creatures of various sorts. In 1st Edition, fungal creatures were also included in this category, before being split off in 2nd Edition. Wood elementals, which are classified as both Plants and Elementals, are covered in Characters/PathfinderElementals.
6
7To see the tropes for plants in ''TabletopGame/{{Starfinder}}'', see Characters/StarfinderPlants.
8----
9
10[[foldercontrol]]
11
12[[folder:In General]]
13* NoSell: Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns and phantasms), paralysis, poison, polymorph, sleep and stun.
14* {{Planimal}}: Nearly all the plants that are treated as creatures have one or a few traits of animals, including but not limited to mobility, mixotrophy, intelligence... the ones that do not have said traits tend to be treated as scenery instead.
15[[/folder]]
16
17%%Non-intelligent plants have a - Int score, animalistic plants have a 1-2 Int score, sapient plants have >2 Int score
18
19!Intelligent
20
21!!Sapient
22[[folder:Alraune]]
23->'''Level:''' 13
24->'''Alignment:''' NeutralEvil
25->'''Size:''' Large
26
27Plants whose calming odor erases memories of its hostile actions even as it attacks.
28----
29* AlluringFlowers: Alraunes entice prey into approaching by releasing a soothing smell, which they can bolster by opening their flowers to reveal a humanoid body that they can shape to match their target's ideal of beauty. Once its prey is close enough, the alraune kills it and then roots itself in its decomposing corpse.
30* BuriedAlive: When an alraune needs prey, it convinces foes to dig their own graves and bury themselves. Once prey is helplessly buried in the soil, the alraune can feed from it.
31* PlantPerson: When an alraune attacks, its flower blooms, revealing an attractive, green-skinned humanoid form within.
32[[/folder]]
33
34[[folder:Arboreal]]
35Towering humanoid trees native to the depths of Golarion's oldest and largest forests, the arboreals -- also known as treants -- consider themselves the wardens of the wilderness from the expansionism of the younger races living around them. Tobongos are larger and more powerful treants found in the Mwangi Expanse.\
36\
37Arboreals are divided into a number of varieties groups. Wardens are the rangers of arboreal society and endlessly patrol their home forests, rarely taking root in the same place twice. On occasion, their wanderlust can cause them to organize into copses to venture beyond the bounds of the woodlands where they were born. Regents are the wardens and protectors of entire forests, and unlike wardens are solitary and sedentary beings who rely on the more active wardens to bring them news of the surrounding world, but who can bring immense power to bear should their forests be endangered. Reapers maintain the cycles of death and decay that nature depends on, and also react actively to threats to their domain. Archives are living repositories of lore and knowledge, advising councils of regents when a decision needs to be made.\
38\
39The 1e stats for a treant can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/treant/ here]]. The stats for a tobongo can be found in ''Heart of the Jungle'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/tobongo/ here]].\
40\
41Their 2e stats can be found in ''Bestiary'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=29 here]].
42----
43* BirdPoopGag: A popular arboreal competition is bird casting: attract a flock of birds while staying completely still, then send the birds flying with an artful shake. Some strive to send the terrified flock toward a rival, showering the latter in droppings.
44* DueToTheDead: Arboreals have a great respect for dead members of their species. Their elaborate burial rituals involve laying the dead down in a mossy bed in the middle of a grove of saplings. The decomposing arboreal nourishes the saplings, ensuring the growth of a new generation.
45* EatDirtCheap: Since they cannot digest most food, many arboreals enjoy chewing minerals, crushing small rocks to absorb key minerals while on the move.
46* GreenThumb: They have the ability to animate and command up to two nearby trees, and to communicate with any intelligent plant-based creature.
47* HealThyself: Since an arboreal's arms develop from two favourite branches which receive additional nutrients, growth and flexibility, lost arms can be regrown or replaced by modifying an existing branch. However, this relies on the arboreal's continued focus and takes years; an apathetic arboreal might never regrow completely.
48* LongLived: They have extremely long lifespans. A tobongo (a type of treant native to tropical jungles) named Dimari-Diji is thought to be the oldest living creature on Golarion and is old enough to remember the fall of the ''Starstone'' nearly ten thousand years in the past.
49* MagicEater: For arboreals, primal magic is a nutrient. A few learn to redirect this power as primal spellcasting, yet for most it's just an essential vitamin. When an arboreal is sick or injured, primal energy can leak out in unpredictable displays.
50* StarfishLanguage: The Arboreal language is a thrumming tongue that includes many creaks, groans, hums, grunts and occasional thumps layered atop a barely audible drone, which many L2 speakers struggle to replicate.
51* {{Treants}}: They come straight out of the Tolkien mold, with an extremely long-winded language, the ability to animate and control trees and gatherings called moots that can last for months. They also take increased damage from axes and grow from acorns the size of a human head. There's a tropical variant called the tobongo, which lives in jungles and can turn people into trees. The name is even the same, though they get renamed to arboreal regents come 2e.
52* WhenTreesAttack: Arboreals can walk and fight their enemies directly, and some can animate normal trees to allow them to move and fight the forest's foes as well.
53* WhoEvenNeedsABrain: Rather than concentrating functions in anything approximating a brain, an arboreal's nervous system spans most of their body. In practice, this decentralised distribution is inefficient, making many arboreals appear slow-witted. Likewise, bodily harm can destroy certain memories, and occasionally a memory wanders into an errant leaf or twig before snapping off.
54
55!!Arboreal Warden
56[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arboreal_warden.png]]
57->'''Level:''' 4
58->'''Alignment:''' NeutralGood
59->'''Size:''' Large
60----
61* {{BFS}}: Arboreal wardens wield enormous stone longswords.
62* ForestRanger: Arboreal wardens serve as scouts and rangers for the more powerful arboreals, patrolling the forest to keep watch for intruders and damage and reporting the more worrying cases to the regents.
63
64!!Arboreal Shepherd
65->'''Level:''' 5
66->'''Size:''' Huge
67----
68* AnimalLover: Arboreal shepherds develop an eccentric fascination with fauna. They eagerly bear fruit to feed their friends, provide roosts for bats, and invite beasts to gnaw nests directly into their trunks.
69* HealingHands: The arboreal shepherd can scoop up a willing animal and sequester it into a recess in the arboreal's trunk, where its wounds rapidly heal.
70
71!!Arboreal Sapstriker
72->'''Level:''' 6
73->'''Size:''' Large
74----
75* MeleeDisarming: Dozens of half-hardened rivulets drip from a sapstriker's bark, ready to ensnare weapons that strike them.
76* StickySituation: Arboreal sapstrikers develop viscous sap that they use to trap trespassers.
77
78!!Arboreal Reaper
79[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arboreal_arborealreaper.png]]
80->'''Level:''' 7
81->'''Alignment:''' TrueNeutral
82->'''Size:''' Large
83----
84* EnchantedForest: Arboreal reapers make their homes in forests that possess a distinctly unfriendly or even sinister feel.
85
86!!Arboreal Regent
87[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_treant.png]]
88->'''Level:''' 8
89->'''Alignment:''' NeutralGood
90->'''Size:''' Huge
91----
92* SuddenNameChange: Referred to as treants throughout 1st Edition, they were renamed arboreal regents in the 2nd.
93* {{Transflormation}}: A tropical variety of treant, the tobongo, can transform other creatures into trees.
94
95!!Arboreal Archive
96[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arboreal_arborealarchive.png]]
97->'''Level:''' 12
98->'''Alignment:''' NeutralGood
99->'''Size:''' Huge
100----
101* DefeatEqualsExplosion: If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave.
102* TransferableMemory: When an arboreal archive senses that death is coming soon, they transfer their collected wisdom to the elected replacement before retiring.
103* TheWatcher: Arboreal archives keep mental records of the passing seasons of the world around them. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out.
104
105!!Canopy Elder
106[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/arboreal_canopyelder.png]]
107->'''Level:''' 19
108->'''Alignment:''' TrueNeutral
109->'''Size:''' Gargantuan
110----
111* GeniusLoci: The oldest arboreals can reach heights of 200 feet or more and enter a symbiotic relationship with a myriad of plants, fungi and animals. Epiphytes, mushrooms, carnivorous plants, insects, primates, big cats, birds, bats, and snakes all can call a canopy elder home and will take great pains to protect it.
112* HealThyself: A canopy elder can heal itself by growing a mesh of vines around its broken branches.
113[[/folder]]
114
115[[folder:Bloodplate Burster]]
116->'''Level:''' 9
117->'''Alignment:''' TrueNeutral
118->'''Size:''' Large
119----
120* HighPressureBlood: A bloodplate burster maintains a complex internal system of pressurised caustic fluid. It attacks by injecting this fluid whose caustic nature cauterises the wounds, causing pressure to build in the victim's body, escalating its internal pressure to uncontainable levels until the victim explodes in a shower of gore.
121* ManEatingPlant: Bloodplate bursters are ruthless predators at the top of their food chain.
122[[/folder]]
123
124[[folder:Bodythief]]
125->'''Level:''' 14
126->'''Alignment:''' LawfulEvil
127->'''Size:''' Gargantuan
128
129Creatures who hate the irrationalities of other creatures, killing and replacing them with facsimiles.
130----
131* KillAndReplace: After killing other creatures, a bodythief can replace them with nearly perfect duplicates spawned by the bodythief itself.
132[[/folder]]
133
134[[folder:Bonewrought Willow]]
135->'''Level:''' 3
136->'''Alignment:''' TrueNeutral
137->'''Size:''' Large
138
139Skeletal trees that serves as protectors of the dead in the Boneyard.
140----
141* BallisticBone: A bonewrought willow can spray a cone of partially digested bone fragments at its enemies as a weapon.
142[[/folder]]
143
144[[folder:Boruta]]
145->'''Level:''' 9
146->'''Alignment:''' TrueNeutral
147->'''Size:''' Medium
148----
149* ChestBurster: A boruta's claws can inject hundreds of tiny seed pods into the enemy's body. These seeds grow rapidly and explode through the victim's skin, entangling it as runners and vines grow from its flesh and root themselves in the ground.
150[[/folder]]
151
152[[folder:Brambleblight]]
153->'''Level:''' 7
154->'''Alignment:''' TrueNeutral
155->'''Size:''' Large
156----
157* WalkingWasteland: A brambleblight radiates a palpable aura of rot and decay, infecting the local vegetation with sickness.
158[[/folder]]
159
160[[folder:Bramble Throne]]
161->'''Level:''' 16
162->'''Alignment:''' TrueNeutral
163->'''Size:''' Medium
164----
165* ParasiteZombie: A bramble throne can thrust psychically empowered tendrils into a creature seated on its throne that has been dead for less than 1 minute. The corpse becomes a zombie-like creature, but it isn't treated as being undead and is immune to spells and effects that affect only undead.
166[[/folder]]
167
168[[folder:Calathgar]]
169[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/calathgar.png]]
170->'''Level:''' 4
171->'''Alignment:''' TrueNeutral
172->'''Size:''' Small
173
174Commonly known as hail lilies, these blue plants develop intelligence when they have grow to adulthood. They grow in cold, forested areas and their cuttings fetch a high price among horticulturalists.
175----
176* ElementalAbsorption: Calathgars are immune to cold, and healed whenever subjected to cold damage.
177[[/folder]]
178
179[[folder:Carrion Creeper]]
180->'''Level:''' 10
181->'''Alignment:''' TrueNeutral
182->'''Size:''' Large
183----
184* ManEatingPlant: Carrion creepers feed on decomposing carcasses. When carrion is unavailable, they set ambushes for living animals and even intelligent creatures.
185* SpikeShooter: A carrion creeper can shake its body to launch thorns in a 20-foot-radius burst centred on itself.
186[[/folder]]
187
188[[folder:Cauldron Bloom]]
189->'''Level:''' 15
190->'''Alignment:''' TrueNeutral
191->'''Size:''' Gargantuan
192----
193* WeaponizedTeleportation: Cauldron blooms feed by wrapping potential prey in invisible threads of magical energy and teleporting them directly into their stomachs.
194[[/folder]]
195
196[[folder:Drainberry Bush]]
197[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/drainberrybush.png]]
198->'''Level:''' 7
199->'''Alignment:''' TrueNeutral
200->'''Size:''' Large
201----
202* CollectorOfTheStrange: The drainberry bush greatly prefers interesting art objects over money as payment for its berries. As drainberry bushes sell their berries to others, they collect coins and small curios, like a cameo depicting a fey noble or a lock of golden hair knotted in a complex pattern. Not all of these baubles have monetary value, but those that don't certainly had emotional value to the original owner.
203* VampiricDraining: The drainberry bush must drain blood from living creatures for sustenance.
204* YouNoTakeCandle: A drainberry bush can telepathically convey only short and simple phrases, like 'Money please', 'Deal good', 'Deal no good', or 'Want that' (with a gesture toward an item it covets).
205[[/folder]]
206
207[[folder:Etheroot]]
208->'''Level:''' 8
209->'''Alignment:''' TrueNeutral
210->'''Size:''' Large
211----
212* EmotionEater: Etheroots feed on emotions and ectoplasm, and typically burrow their feeding tendrils and roots through to the Material Plane in search of emotional energy.
213* ThinkingUpPortals: An etheroot can create a portal from the Ethereal Plane to the corresponding location on the Material Plane beneath its body. This portal allows the etheroot's stalked bite and tentacles to pass through, but not the rest of its body or any other creatures.
214[[/folder]]
215
216[[folder:Frost Fir]]
217->'''Level:''' 1
218->'''Alignment:''' NeutralEvil
219->'''Size:''' Medium
220----
221* ThatsNoMoon: Frost firs often disguise themselves as normal trees to draw their victims into ambushes.
222* ThisWayToCertainDeath: Frost firs craft their prey's bones into crude trophies and gruesome signposts marking their territory and warning away others.
223* {{Treants}}: Some scholars suggest that frost firs are descended from arboreals, a derivative offshoot with an exclusive affinity for evergreen trees. However, since frost firs disdain arboreals, some others have posited that frost firs originated as an entirely separate species.
224* WhenTreesAttack: Frost firs are malevolent trees capable of standing and walking on two towering trunklike legs.
225[[/folder]]
226
227[[folder:Green Man]]
228[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/green_man.png]]
229->'''Level:''' 25
230->'''Alignment:''' TrueNeutral
231->'''Size:''' Medium
232
233Ancient personifications of forests and plant life.
234----
235* ForestRanger: A very plant-focused version of this. Green men are devoted to protecting the forests they inhabit against invasion, damage and despoilment, but they only really care about the vegetable life within them -- they have very little interest in the fauna, ecosystem, waters and geology of their homes; as long as the plants are all right, they couldn't care less about what happens to the rest.
236* GreenThumb: Most of the green men's magic revolves around plant life -- they can animate regular plants, control them, talk with them and make them grow, create [[TheHedgeOfThorns walls of thorns]], summon plants and plant-based creatures to their location, lash out with whiplike vines at their foes, and [[{{Transflormation}} turn people into plants]].
237* KingMook: Green men bear a strong resemblance to larger and far more powerful versions of the diminutive leshys, and are held by legend to have been the ones to teach druids how to create leshys in the first place. As a result, they are referred to as "leshy kings" by certain texts and scholars.
238* {{Transflormation}}: Green men emit an aura that causes any non-plant creature that comes within sixty feet of them to slowly transform into a nonmagical plant, unless it succeeds at a Fortitude save.
239[[/folder]]
240
241[[folder:Griefgall]]
242->'''Level:''' 6
243->'''Alignment:''' NeutralEvil
244->'''Size:''' Tiny
245
246Parasites that feed on emotions.
247----
248* EmotionEater: Griefgalls are psychic parasites that feed on emotions.
249* TheSymbiote: A griefgall must be implanted into a humanoid, and can't survive more than a week without a humanoid host.
250[[/folder]]
251
252[[folder:Hangman Tree]]
253[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_hangman_tree.png]]
254->'''Level:''' 7
255->'''Alignment:''' NeutralEvil
256->'''Size:''' Huge
257
258Trees that strangle victims with their vines, leaving the bodies to hang while they eat them one by one.
259----
260* ManEatingPlant: Tress that strangle passing creatures and keep them in a grisly larder to eat as the tree grows hungry.
261* WhenTreesAttack: A seemingly normal tree that attempts to use its vines to strangle passers-by to death.
262[[/folder]]
263
264[[folder:Heartrot Tree]]
265->'''Level:''' 13
266->'''Alignment:''' NeutralEvil
267->'''Size:''' Huge
268----
269* BattleTrophy: Particularly active heartrot trees often hang the torn flesh or bloody garments of their victims from their twisted branches.
270* CharmPerson: When gathered in a grove, heartrot trees can cast ''mass suggestion'' to call victims directly to the slaughter.
271* HealingFactor: Heartrot trees are difficult to kill, and can regrow after being destroyed in a matter of weeks unless their stump is burnt.
272* WhenTreesAttack: Heartrot trees hunger to destroy anything good or natural still left around them.
273[[/folder]]
274
275[[folder:Irminsul]]
276->'''Level:''' 17
277->'''Mythic Rating:''' 7
278->'''Alignment:''' Any
279->'''Size:''' Gargantuan
280
281Living portals between planes.
282----
283* PortalDoor: Within the split of an irminsul's trunk swirls a planar portal which links one plane to another. An irminsul controls whether or not specific creatures can pass through its portal.
284[[/folder]]
285
286[[folder:Jinmenju]]
287->'''Level:''' 11
288->'''Alignment:''' TrueNeutral
289->'''Size:''' Huge
290
291Trees with disgusting fruits that resemble human heads.
292----
293* HellIsThatNoise: A jinmenju emits a low, persistent hum that unnerves living creatures that hear it.
294[[/folder]]
295
296[[folder:Kapre]]
297->'''Level:''' 10
298->'''Alignment:''' ChaoticNeutral
299->'''Size:''' Huge
300
301Cunning and secretive humanoids formed from dense plant matter that guard select locations of woodland.
302----
303* BreathWeapon: Smoke constantly drifts from a kapre;s mouth, and it can exhale a cone of smoke.
304[[/folder]]
305
306[[folder:Kawa Akago]]
307->'''Level:''' 3
308->'''Alignment:''' TrueNeutral, NeutralEvil (blood lily)
309->'''Size:''' Small
310
311Fanged lilypads fed on the souls of drowned children.
312----
313* CannibalismSuperpower: Some kawa akagos that remain consume the blood and flesh of sentient creatures for a long period of time become blood lilies, which are much larger and possess psychic magic. Particularly tenacious blood lilies that continue to feed on sentient creatures may evolve further.
314* ManEatingPlant: Kawa akagos hunt riverbanks and waterways for both animals and people on which to feed.
315[[/folder]]
316
317[[folder:Kilia Mwibo]]
318[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kiliamwibo.png]]
319->'''Level:''' 15
320->'''Alignment:''' TrueNeutral
321->'''Size:''' Huge
322----
323* EmotionEater: Kilia mwibos feed on the negative emotions of creatures, eventually draining them of their life force and discarding their carcasses.
324* WhenTreesAttack: Kilia mwibos can send out buried roots to trip and slow prey down before grabbing them with their thorny fronds.
325[[/folder]]
326
327[[folder:Kudimmu]]
328->'''Level:''' 16
329->'''Alignment:''' NeutralEvil
330->'''Size:''' Large
331----
332* FantasticDrug: Fruit-bearing plants in a kudimmu's field produce sickly, misshapen, blood-red versions of normal fruits, which act as a drug for living creatures. Kudimmus use their addictive bloodfruit to conquer nearby settlements.
333* LivingWeapon: A kudimmu can produce bloodfruit from its body, which are charged with negative energy and can be thrown as splash weapons.
334[[/folder]]
335
336[[folder:Living Topiary]]
337->'''Level:''' 4
338->'''Alignment:''' TrueNeutral
339->'''Size:''' Medium
340
341Animal shaped flora that turn other plants into more of their kind.
342----
343* MixAndMatchCritters: Living topiaries can be composed of virtually any shrubbery, and have an innate compulsion to find different plant species in order to diversify themselves.
344* PoisonousPerson: Some living topiaries are created from naturally poisonous plants and then treated to enhance their deadly nature.
345* VoluntaryShapeshifting: A living topiary can alter itself to take on the basic form of any creature, though the change is purely cosmetic.
346[[/folder]]
347
348[[folder:Lomori Sprout]]
349->'''Level:''' 3
350->'''Size:''' Tiny
351----
352* BerserkButton: Nothing rouses a lomori sprout to violence faster than damaging their garden or creations.
353* BioArmor: A lomori's core is a black sphere that functions as their primary body and consciousness and is surrounded by a tall mound of prairie grass cultivated by the lomori.
354* CaringGardener: Lomori sprouts are industrious, passionate gardeners who closely tend new growth on the Plane of Wood and lovingly guide young plants into elaborate constructions and patterns.
355[[/folder]]
356
357[[folder:Lotus Tree]]
358->'''Level:''' 20
359->'''Alignment:''' TrueNeutral
360->'''Size:''' Gargantuan
361
362Ancient trees that feed on fantasies, luring in those who seek escape reality.
363----
364* LotusEaterMachine: A living creature that approaches a lotus tree or eats its fruit hallucinates pleasantly. If subsequently charmed by the lotus tree, they forget all longterm goals, desiring only more hallucinations.
365[[/folder]]
366
367[[folder:Lythirium]]
368->'''Level:''' 11
369->'''Alignment:''' NeutralGood
370->'''Size:''' Large
371----
372* ForestRanger: Lythiriums prowl Golarion’s densest forests, seeking to protect the wild, untouched natural growth they hold sacred.
373* HornAttack: A lythirium has immense, antlerlike growths on its head, which teem with constantly growing thorny vines that can entangle creatures and make them bleed.
374[[/folder]]
375
376[[folder:Mandragora]]
377->'''Level:''' 4
378->'''Alignment:''' ChaoticEvil
379->'''Size:''' Small
380
381When mandrake roots draw on demon ichor, they grow into distorted humanoid figures with an unsettling shriek.
382----
383* TheBerserker: When a mandragora encounters any other creature (except druids), it attacks regardless of the odds.
384[[/folder]]
385
386[[folder:Mosslord]]
387->'''Level:''' 18
388->'''Alignment:''' LawfulEvil
389->'''Size:''' Large
390
391Living personifications of the forest's vengeance, as old as plants themselves.
392----
393* FesteringFungus: A mosslord can cast ''fungal infestation'' as a spell-like ability to infect other creatures with parasitic fungi, blighting them with both toadstools and other growths sprouting from their skin and with vulnerability to physical damage as the fungi growing in their bodies turn their flesh fragile and soft.
394* GaiasVengeance: The ''Gaia's Avenger'' variant. Mosslords hate civilization and wish to see it swallowed by the wilderness, and most of their schemes and plots are focused on brining this about.
395* GreenThumb: Mosslords can animate, control and communicate with plants, and are especially adept at controlling fungi and moss. They can also turn the limbs of foes they strike in melee into immobile wooden branches.
396* MultiArmedAndDangerous: Mosslords have four arms, granting them four claw attacks in combat.
397* {{Transflormation}}: Their ''Deadwood Curse'' special ability allows them to transform one limb of any foe they strike in melee into a gnarled, immobile wooden branch.
398* {{Treants}}: While not treants in-game, they hit most of this trope's points. They're towering humanoid trees, although unlike treants they're leafless, four-armed and with tangles of roots instead of feet; they have numerous abilities centered around animating and controlling plant life; and they're utterly devoted to bringing GaiasVengeance against civilization. Unlike treants, however, moss lords are evil, hateful and malicious in their campaign against civilized society.
399[[/folder]]
400
401[[folder:Pixie Circle]]
402->'''Level:''' 7
403->'''Alignment:''' TrueNeutral
404->'''Size:''' Huge
405----
406* TheSymbiote: The pixie circle behaves like mistletoe and parasitically attaches itself to larger plants and trees while it establishes itself.
407* WeaponizedTeleportation: A pixie circle can instantly transport foes to the location of another random pixie circle within 1000 miles. It uses this ability to remove potential threats from its habitat, but can be convinced to teleport a target without the need for combat.
408[[/folder]]
409
410[[folder:Quickwood]]
411->'''Level:''' 8
412->'''Alignment:''' TrueNeutral
413->'''Size:''' Huge
414
415Carnivorous trees who root themselves around oak forests.
416----
417* ManEatingPlant: Quickwoods prize human and elven flesh, but eat anything they manage to catch.
418* SupernaturalFearInducer: A quickwood with stored magical energy can activate a fear aura.
419[[/folder]]
420
421[[folder:Roseling]]
422->'''Level:''' 7
423->'''Alignment:''' NeutralGood
424->'''Size:''' Small
425----
426* EmotionBomb: A creature damaged by a roseling's thorns can become filled with joy and find it difficult to take hostile actions.
427[[/folder]]
428
429[[folder:Saguaroi]]
430[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/saguaroi.png]]
431->'''Level:''' 5
432->'''Alignment:''' TrueNeutral
433->'''Size:''' Medium
434
435Humanoid cacti at home in scrublands and deserts.
436----
437* CactusPerson: They're humanoid cacti with numerous saguaro-like growths and branches sprouting from their backs, upper arms and heads; these are generally inert, but elderly saguaroi can learn to move the larger ones like extra arms. They're a reclusive folk and lead nomadic lives in the deep desert, but sometimes agree to aid travelers or even grant them a drink of their watery lymph to stave off dehydration. Their spiny bodies grant them protection against physical blows, and they can also fire bursts of their needles as a ranged attack. Each saguaroi sprouts a large flower once a year, which eventually produces a seed that can be planted to create a new saguaroi child.
438* TheSpiny: As they're completely covered in needles, anyone trying to grapple them or fight them hand-to-hand does so at the risk of unavoidable piercing damage.
439* SpikeShooter: They can fire bursts of their needles three times per day as a ranged attack.
440[[/folder]]
441
442[[folder:Sard]]
443[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/sard.png]]
444->'''Level:''' 19
445->'''Alignment:''' ChaoticEvil
446->'''Size:''' Gargantuan
447
448Lighting-blasted trees from the First World, the sards are some of the legendary, destructive beasts known as the Tane. Created to be living siege engines, they seek little more in life than to seek out towns and fortresses to destroy.
449----
450* LightningBruiser: Sards are powerful, tough and fast, capable of surprising turns of speed and deadly ranged attacks that bely their immense sizes.
451* ShockAndAwe: They're imbued with lighting, which runs in place of their sap, and can generate powerful electrical bolts in combat.
452* SpikeShooter: They can launch volleys of envenomed, electrically charged foot-long thorns.
453* TakingYouWithMe: A dying sard explodes in a blast of lightning and razor-sharp splinters, quite possibly taking out any foes who managed to survive its attacks long enough to kill it.
454* TechnicolorLightning: The lightning running through them is blood-red in color, and all of their electrical attacks glow in that color.
455* WeatherManipulation: They can control the weather around themselves, focusing on the creation of storms and whirlwinds.
456* WhenTreesAttack: Enormous, crawling trees created as living weapons by the rulers of the First World.
457[[/folder]]
458
459[[folder:Scythe Tree]]
460[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scythetree.png]]
461->'''Level:''' 6
462->'''Alignment:''' ChaoticEvil
463->'''Size:''' Huge
464----
465* ManEatingPlant: Scythe trees feed on the flesh, blood and bone of sapient creatures.
466* ThatsNoMoon: Scythe trees' mouths remain closed when not eating, appearing as a jagged gash on the trunk. When idle, they appear as simple dead or dying deciduous trees.
467* WhenTreesAttack: Scythe trees pose as normal trees and wait near deep forest paths to slaughter passersby.
468[[/folder]]
469
470[[folder:Stinkweed Shambler]]
471->'''Level:''' 2
472->'''Alignment:''' NeutralEvil
473->'''Size:''' Small
474----
475* ForTheEvulz: Stinkweed shamblers like to capture and torment larger creatures. Their perverse fun ceases only when their prey has died from numerous injuries. Stinkweed shamblers lack mouths and cannot consume prey; they gain all the sustenance they need from sunlight.
476[[/folder]]
477
478[[folder:Tarantula Tree]]
479->'''Level:''' 19
480->'''Alignment:''' ChaoticNeutral
481->'''Size:''' Gargantuan
482
483Oddly intelligent predatory trees, capable of perfectly mimicking harmless flora.
484----
485* WhenTreesAttack: Terrifying predators, tarantula trees claim dominion over vast swaths of territory.
486[[/folder]]
487
488[[folder:Wemmuth]]
489[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wemmuth.png]]
490->'''Level:''' 15
491->'''Alignment:''' NeutralEvil
492->'''Size:''' Huge
493
494Vile swaths of vines that draw sustenance from mortal suffering, lapping up blood like water.
495
496Their stats can be found in the 2nd Edition ''Bestiary'' or online [[http://2e.aonprd.com/Monsters.aspx?ID=408 here]].
497----
498* VampiricDraining: Wemmuths are fertilised by large quantities of spilled blood, and possess an unquenchable thirst for blood.
499[[/folder]]
500
501[[folder:Zomok]]
502[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zomok.png]]
503->'''Level:''' 16\
504'''Alignment:''' TrueNeutral
505->'''Size:''' Gargantuan
506
507Plant-dragons that can be found on Golarion and beyond, forming bodies from the vegetation of their chosen domain to heal and defend it as needed.
508----
509* BuriedAlive: They have a breath weapon that allows them to vomit forth a tide of soil and gravel, which on a lucky roll can entirely bury a prone target.
510* ForestRanger: They exist to watch over wild forests, protecting them from harm and intruders and healing them when they suffer damage.
511* GreenThumb: Zomoks can magically charm sapient plants, create walls of thorny vines, compel the growth of writhing, clutching vines, speak with common plants, and make vegetation grow or wither.
512* OurDragonsAreDifferent: They resemble Western dragons made of plants, and indeed are classified as both Plants and Dragons in-game.
513* {{Planimal}}: In appearance, they're essentially dragons made out of wood.
514* SummonMagic: They can cast ''primal call'', normally a multi-person ritual, on their own in order to summon a powerful plant creature such as a shambler, {{Treant|s}} or awakened tree to their aid.
515* TeleportationWithDrawbacks: They can teleport three times per day, with the caveat that these jumps must begin and end within a forested area.
516[[/folder]]
517
518!!Animalistic
519[[folder:Barometz]]
520->'''Level:''' 15
521->'''Alignment:''' TrueNeutral
522->'''Size:''' Gargantuan
523
524Juggernauts of plant matter created by druids.
525----
526* BioweaponBeast: Barometzes are not natural creatures, but are rather grown by druids who use them as protectors and dispensers of savage judgment.
527[[/folder]]
528
529[[folder:Blood Bramble]]
530->'''Level:''' 10
531->'''Alignment:''' TrueNeutral
532->'''Size:''' Large
533----
534* ManEatingPlant: Blood brambles can gain water and nutrients by consuming the blood of living creatures, and sometimes take permanent residence along trade routes, where prey is plentiful.
535[[/folder]]
536
537[[folder:Blood Lily]]
538->'''Level:''' 10
539->'''Alignment:''' TrueNeutral
540->'''Size:''' Large
541----
542* BigEater: Potent acids inside the blood lily's trunk dissolve organic matter quickly, allowing it to eat much more than its size would indicate.
543* ManEatingPlant: Blood lilies are carnivorous and prefer warm-blooded prey above all others.
544* MonstrousCannibalism: In areas where hunting is poor, adult blood lilies might even consume their own immature sprouts.
545* NobodyHereButUsStatues: Blood lilies like to disguise themselves next to ordinary blood lilies. When prey pass by, the predatory blood lilies attack from concealment.
546* PoisonousPerson: Some old blood lilies can add their poison to attacks with their petal spikes.
547[[/folder]]
548
549[[folder:Blood Maize]]
550->'''Level:''' 2
551->'''Alignment:''' TrueNeutral
552->'''Size:''' Medium
553----
554* ThatsNoMoon: Once its enemies are distracted, a blood maize disguises itself as an innocuous plant in the hope that its enemies will leave the area.
555[[/folder]]
556
557[[folder:Bloodlash Bush]]
558->'''Level:''' 2
559->'''Alignment:''' TrueNeutral
560->'''Size:''' Small
561----
562* LifeDrain: The tendrils of the bloodlash bush can reach out to siphon the blood from a victim, healing it for double the damage dealt.
563* SpinAttack: The bloodlash bush can spin in a circle, lashing out in all directions at once.
564[[/folder]]
565
566[[folder:Canopy Creeper]]
567->'''Level:''' 8
568->'''Alignment:''' TrueNeutral
569->'''Size:''' Huge
570----
571* ThatsNoMoon: A canopy creeper naturally mimics the appearance and growth of the vines that grow in its environment, so when one is concealed among the vine-tangled foliage above, it is difficult for even an experienced outdoorsman to detect, especially when it is usually hanging about 100 feet above the ground.
572[[/folder]]
573
574[[folder:Corpse Lotus]]
575->'''Level:''' 13
576->'''Alignment:''' TrueNeutral
577->'''Size:''' Huge
578
579Massive flowers with thorned tentacles they use to bludgeon apart prey.
580----
581* AlluringFlowers: Corpse use their sweet, fruity smell to lure prey into the range of the acidic mucus and grasping vines.
582* HyperactiveMetabolism: A corpse lotus can consume a corpse to quickly heal damage it has taken.
583[[/folder]]
584
585[[folder:Counteflora]]
586->'''Level:''' 10
587->'''Alignment:''' TrueNeutral
588->'''Size:''' Large
589----
590* PoisonousPerson: A counteflora can release a cloud of toxic black seedpods.
591[[/folder]]
592
593[[folder:Dezullon]]
594->'''Level:''' 10
595->'''Alignment:''' TrueNeutral
596->'''Size:''' Medium
597
598Mobile pitcher plants with psychoactive digestive juices.
599
600Their stats can be found in the 2nd Edition ''Bestiary'' or online [[http://2e.aonprd.com/Monsters.aspx?ID=115 here]].
601----
602* AcidAttack: A hungry dezullon keeps prey off-balance by spilling its highly acidic digestive juices.
603* FantasticDrug: The enzymes in a dezullon's digestive tract, once expelled, inflict a victim with powerful hallucinations and amnesia, and is highly sought after by avid drug users.
604[[/folder]]
605
606[[folder:Giant Flytrap]]
607->'''Level:''' 5
608->'''Alignment:''' TrueNeutral
609->'''Size:''' Medium
610
611Flytraps, except they're, you know, giant.
612----
613* ManEatingPlant: Giant flytraps are large enough to catch and eat humanoids and medium-sized animals. As a result, they need to be more active and aggressive than their smaller kin, in order to subdue prey much stronger and troublesome than insects.
614[[/folder]]
615
616[[folder:Jack-o'-Lantern]]
617->'''Level:''' 1
618->'''Alignment:''' NeutralEvil
619->'''Size:''' Medium
620
621Vicious pumpkins infected with fell magic and a drive to consume flesh.
622----
623* PumpkinPerson: Jack-o'-lanterns are semi-intelligent pumpkins spawned by fell magic. When it shrinks in size and douses its sinister fiery radiance, it can blend in almost perfectly with normal pumpkins.
624[[/folder]]
625
626[[folder:Leaf Ray]]
627->'''Level:''' 1
628->'''Alignment:''' TrueNeutral
629->'''Size:''' Small
630
631Flying leafy creatures resembling aquatic rays.
632----
633* BewareMyStingerTail: The leaf ray has a dangerous stinger which can either inject venom or implant its seeds into a victim.
634[[/folder]]
635
636[[folder:Moonflower]]
637[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/moonflower.png]]
638->'''Level:''' 8
639->'''Alignment:''' TrueNeutral
640->'''Size:''' Huge
641
642Giant plants in constant telepathic communication with one another.
643----
644* BlindedByTheLight: A moonflower can release a pulse of bright light to blind creatures that can see it.
645* PlantAliens: Moonflowers are alien life-forms from a long-dead planet, and have been proliferated across the galaxy by the Dominion of the Black.
646[[/folder]]
647
648[[folder:Nirento]]
649->'''Level:''' 4
650->'''Alignment:''' TrueNeutral
651->'''Size:''' Large
652----
653* WhenTreesAttack: Nirentos are predatory trees whose thorny vines able to tear foes limb from limb. Slain prey piles up around the trunk and is absorbed through its roots.
654[[/folder]]
655
656[[folder:Roofgarden]]
657->'''Level:''' 7
658->'''Alignment:''' TrueNeutral
659->'''Size:''' Medium
660----
661* AbnormalAmmo: The roofgarden;s fruits store alchemically potent fluids that explode when jostled or struck. The plant can launch them as ranged attacks, and a pod explodes on contact.
662[[/folder]]
663
664[[folder:Sargassum Fiend]]
665->'''Level:''' 9
666->'''Alignment:''' TrueNeutral
667->'''Size:''' Large
668
669Masses of intelligent seaweed who lure in prey with hallucinations.
670----
671* {{Glamour}}: A sargassum fiend emits a powerful scent that causes specific, miragelike hallucinations. An enraptured creature sees the sargassum fiend as whatever would most compel it to approach, like a lost loved one, a child in need of help, an enchanting mermaid, or the promise of dry land.
672[[/folder]]
673
674[[folder:Stranglereed]]
675->'''Level:''' 9
676->'''Alignment:''' TrueNeutral
677->'''Size:''' Large
678
679Aquatic masses of weeds that drag down victims to drown and eat.
680----
681* BigEater: Stranglereeds are exceptionally voracious and never stop feeding.
682[[/folder]]
683
684[[folder:Giant Sundew]]
685->'''Level:''' 12
686->'''Alignment:''' TrueNeutral
687->'''Size:''' Medium
688
689Much like giant flytraps, a colossal version of a carnivorous plant.
690----
691* ManEatingPlant: A giant version of the common insect-eater which can actively pull itself through the soil and bludgeon targets in order to catch human-sized prey.
692[[/folder]]
693
694[[folder:Umdhlebi]]
695->'''Level:''' 12
696->'''Alignment:''' TrueNeutral
697->'''Size:''' Huge
698----
699* WhenTreesAttack: Umdhlebis entice would-be victims to rest at the tree's base, and then strike with their vine-like tendrils.
700[[/folder]]
701
702[[folder:Vine Lasher]]
703->'''Level:''' 0
704->'''Alignment:''' TrueNeutral
705->'''Size:''' Small
706----
707* ZergRush: The vine lasher attacks in groups, attempting to slowly tear prey to pieces.
708[[/folder]]
709
710!Non-Intelligent
711
712[[folder:Blood Alga]]
713->'''Level:''' 8 (swarm)
714->'''Alignment:''' TrueNeutral
715->'''Size:''' Diminutive
716----
717* ABloodyMess: Because blood algae swarms can release a blood-red pigment, there are many superstitious beliefs in Taldor about evil spirits that turn the water into blood to punish people.
718* ManEatingPlant: Blood algae absorb some nutrients directly from the water, but to survive longer periods of time, they must feed on living creatures.
719[[/folder]]
720
721[[folder:Bloodbrush]]
722->'''Level:''' 2
723->'''Alignment:''' TrueNeutral
724->'''Size:''' Small
725----
726* ChestBurster: Bloodbrush seeds germinate only in dead flesh. After 3 months of growth, the bloodbrush breaks free of its roots and rolls off in search of prey.
727* PoisonousPerson: A bloodbrush's barbs deliver a sedating toxin, which causes victims to experience vivid hallucinations as the bloodbrush finishes them off.
728[[/folder]]
729
730[[folder:Bramblelash]]
731->'''Level:''' 1
732->'''Alignment:''' TrueNeutral
733->'''Size:''' Medium
734----
735* UndergroundMonkey: Other varieties of bramblelashes exist along with the common temperate variety: tropical bramblelashes, which are smaller and have a poisonous attack; subterranean bramblelashes, which are leafless and defend themselves with layers of bark; and magic-fed bramblelashes, which have grown large in areas where magical energy has seeped into the earth.
736[[/folder]]
737
738[[folder:Breathless Orchid]]
739[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_breathless_orchid_plant.PNG]]
740->'''Level:''' 4
741->'''Alignment:''' TrueNeutral
742->'''Size:''' Medium
743
744Predatory plants that feed on oxygen, preferring to feed on the air within living creatures.
745
746Their stats can be found in ''Gallows of Madness'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Breathless%20Orchid here]].
747----
748* SupernaturalSuffocation: A breathless orchid attached to a living creature that breathes can feed off the air in its victim's blood and lungs, inhibiting the latter's ability to breathe.
749[[/folder]]
750
751[[folder:Creeper Ivy]]
752->'''Level:''' -1
753->'''Alignment:''' TrueNeutral
754->'''Size:''' Tiny
755
756Mobile and highly territorial vines that feed on carrion when the opportunity presents itself.
757
758Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/creeper-ivy/ here]].
759----
760* {{Familiar}}: They can be taken as familiars without any additional requisites, giving their master a small bonus to Climb checks.
761[[/folder]]
762
763[[folder:Crypt Flower]]
764->'''Level:''' 7
765->'''Alignment:''' TrueNeutral
766->'''Size:''' Large
767----
768* FedToTheBeast: In certain rural areas, criminals have taken the somewhat dangerous tradition of using crypt flowers to dispose of corpses. Complex pens or troughs are built to contain the flowers and limit their movements so that they can be fed with relative safety.
769* PoisonousPerson: A crypt flower can dip its vines into the toxic fluids within its pitcher and fling the liquid at enemies.
770[[/folder]]
771
772[[folder:Flowering Lattice]]
773->'''Level:''' -1
774->'''Alignment:''' TrueNeutral
775->'''Size:''' Diminutive
776
777The result of centuries of plant husbandry, flowering lattices are delicate networks of vines that form blossoming nets laden with fruits, berries, and flowers. As many as 12 varieties of flower grow from an individual flowering lattice, with each bloom opening at different times of the year and hours of the day to ensure a nearly constant array of colorful petals.
778
779Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/flowering-lattice/ here]].
780----
781* {{Familiar}}: They can be taken as familiars without any additional requirements, granting their master a bonus to Diplomacy and providing a consistent food source.
782[[/folder]]
783
784[[folder:Glimmervine]]
785->'''Level:''' 4
786->'''Alignment:''' TrueNeutral
787->'''Size:''' Medium
788----
789* ManEatingPlant: Glimmervines dazzle small prey with their iridescent blossoms before crushing them to death with impossibly strong tendrils. The blood and decomposing flesh of their prey seep into the ground like fertiliser for glimmervines' roots to absorb as nutrients.
790[[/folder]]
791
792[[folder:Gluttongrass]]
793->'''Level:''' 1
794->'''Alignment:''' TrueNeutral
795->'''Size:''' Medium
796----
797* FusionDance: If at least 12 gluttongrasses take root in a single contiguous area, their roots begin to commingle. As long as the gluttongrasses do not move from their locations for at least 24 hours, this process culminates in their merger into a single creature called gluttongrass field.
798[[/folder]]
799
800[[folder:Mire Nettle]]
801->'''Level:''' 2
802->'''Alignment:''' TrueNeutral
803->'''Size:''' Small
804----
805* PoisonousPerson: A mire nettle's thorns contain painful toxin.
806[[/folder]]
807
808[[folder:Oppali]]
809->'''Level:''' 10
810->'''Alignment:''' TrueNeutral
811->'''Size:''' Large
812----
813* WindsOfDestinyChange: Dubbed 'bad luck vines', oppalis can drain the luck from creatures that they strike. Folk stories warn against letting one take over a copse or garden, lest your luck drain away like water down a hole.
814[[/folder]]
815
816[[folder:Petrifern]]
817->'''Level:''' -1
818->'''Alignment:''' TrueNeutral
819->'''Size:''' Diminutive
820
821Mobile shrubs that can petrify themselves as a defensive mechanism.
822
823Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/petrifern/ here]].
824----
825* {{Familiar}}: They can be taken as familiars without any additional requirements, granting their master a small bonus to AC
826[[/folder]]
827
828[[folder:Ravenous Tumbleweed]]
829->'''Level:''' -1
830->'''Alignment:''' TrueNeutral
831->'''Size:''' Tiny
832
833Plants that uproot themselves when nutrients are scarce to hunt live prey.
834
835Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/ravenous-tumbleweed/ here]].
836----
837* {{Familiar}}: They can be taken as familiars without any additional requirements, granting their master a bonus to their move speed during certain actions.
838[[/folder]]
839
840[[folder:Razor Fern]]
841->'''Level:''' -1
842->'''Alignment:''' TrueNeutral
843->'''Size:''' Tiny
844
845Razor ferns are ambulatory ambush predators with rigid leaf structures that can open painful wounds. Although they prefer to prey on small forest creatures, a razor fern won’t hesitate to slash at a larger target while that creature sleeps or is otherwise distracted.
846
847Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/razor-fern/ here]].
848----
849* {{Familiar}}: They can be taken as familiars without any additional requirements, granting their master a bonus to Stealth checks.
850[[/folder]]
851
852[[folder:Sawdust Slough]]
853[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_swadust_slough.png]]
854->'''Level:''' 4
855->'''Alignment:''' TrueNeutral
856->'''Size:''' Large
857
858As the blood of fey guardians is spilled and spirits of ancient plants and wild places are destroyed, the wild power sometimes weaves itself into the sawdust and shavings left behind by loggers, spawning mindlessly destructive masses of detritus called sawdust sloughs.
859----
860* GaiasVengeance: As Andoren loggers kill fey guardians and spirits of ancient plants and wild places, the wild power sometimes weaves itself into the sawdust and shavings left behind, spawning sawdust sloughs. Sawdust sloughs are drawn to loud noises and vibrations, especially metallic sounds such as chopping and sawing, and savagely attack loggers and mills.
861* MadeOfIncendium: Sawdust sloughs and the particulate cloud surrounding them are highly flammable, causing any damaging flame around them to flare up.
862* SeeTheInvisible: A sawdust slough constantly releases particles of plant matter that form a cloud of choking dust which clings to and reveals invisible creatures.
863[[/folder]]
864
865[[folder:Shadow Fern]]
866->'''Level:''' 4
867->'''Alignment:''' TrueNeutral
868->'''Size:''' Medium
869----
870* WeakenedByTheLight: Shadow ferns use darkness for essential life functions in the same way normal plants use sunlight for photosynthesis, and are weakened in bright areas.
871[[/folder]]
872
873[[folder:Suture Vine]]
874->'''Level:''' -1
875->'''Alignment:''' TrueNeutral
876->'''Size:''' Tiny
877
878Thorny, symbiotic organisms that snag rides on wounded animals, seek out open wounds, and knit those injuries closed — all while absorbing fairly harmless amounts of blood.
879
880Their stats can be found in ''Ultimate Wilderness'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/plants/suture-vine/ here]].
881----
882* {{Familiar}}: They can be taken as familiars without any additional requirements, granting their master a bonus to Heal checks.
883* TheSymbiote: Mutualism example. They seal up the wounds of other creatures, and in turn they get fed. Wildlife returns the favor by not eating them and seeking them out if injured.
884[[/folder]]
885
886[[folder:Weedwhip]]
887->'''Level:''' 2
888->'''Alignment:''' TrueNeutral
889->'''Size:''' Medium
890----
891* ThatsNoMoon: A weedwhip looks like a normal plant when at rest, and rarely attacks unless provoked, but its unpleasant smell and tendency to sprout in any passable soil makes it a nuisance to farmers and settlers who will be met with a nasty surprise when they try to cull the weedwhip.
892[[/folder]]
893
894[[folder:Xtabay]]
895->'''Level:''' 0
896->'''Alignment:''' TrueNeutral
897->'''Size:''' Small
898----
899* ForcedSleep: A xtabay can release sleep-inducing pollen into the air around it.
900* ManEatingPlant: After subduing prey, a xtabay begins to consume the entirety of its body over the course of several days, producing a corrosive acid that breaks down and absorbs flesh and bone.
901[[/folder]]
902
903[[folder:Yaiafineti]]
904->'''Level:''' 8
905->'''Alignment:''' TrueNeutral
906->'''Size:''' Large
907----
908* BigEater: Yaiafineti have developed a vigorous appetite, and feed unceasingly.
909* DetachmentCombat: The yaiafineti sprouts independent polyps that detach and creep across the tundra in search of food.
910* ManEatingPlant: The yaiafineti draws nutrients from a living creature it has swallowed.
911* TheParalyzer: Yaiafineti polyps secrete a fine dust that acts as a paralytic poison that seizes the nervous system of creatures who come in contact with them.
912[[/folder]]
913

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